13 October 2010

17th Century Oxford Space Programme

I mentioned in an earlier post my fascination with 17th Century England, especially the Civil War era. This fascinating article describes the views of one Dr John Wilkins, a 17th Century Oxonian scientist, on a possible lunar mission. Here is a short excerpt:
Incredible as it may seem, one of the greatest scientific minds of the time, Dr John Wilkins, a founder of the Royal Society, was planning his own lunar mission four centuries ago around the time of the English Civil War.

It wasn’t hot air either. Inspired by the great voyages of discovery around the globe by Columbus, Drake and Magellan, Dr Wilkins imagined that it would just be another small step to reach the Moon.

Wilkins, who was a brother-in-law of Oliver Cromwell, explored the possibilities in two books. Records show he began exploring prototypes for spaceships, or flying chariots as he called them, to carry the astronauts.

The Jacobean space programme, as Oxford science historian Dr Allan Chapman calls it, flourished because this was a golden period for science. Huge discoveries had been made in geography, astronomy and anatomy. Seventeenth century scientists were riding a wave.

I wonder if the thoughts of Dr Wilkins on space travel form the basis for the forthcoming 'Quintessence' Clockwork & Chivalry adventure module? Below is the cover for that module (from here).

17th Century gentlemen journeying to the Moon, clashing with hostile native 'Selenites'? Sounds like good fun!

09 October 2010

Fight On! Number 10 now available...

A very lazy post from yours truly to announce simply that issue 10 of Fight On! is now available.

Here is the cool blurb from Calithena (with the relevant links inserted):
Once again, Fight On! returns to unscroll the Runes of Chaos and conjure the mighty titans of yesteryear! Dedicated to Tom Moldvay, this BIG issue contains three BIG undercities and lost worlds by Gabor Lux, James Mishler, and Chris Robert, right alongside the rules supplements, mini-adventures and modules, villages, one-page dungeons, spells, monsters, NPCs, tricks, traps, geomorphs, reviews, and tables you've come to know, love, and expect from our fantastic fanzine. Illustriously illustrated by Patrick Farley, Jennifer Weigel, Lester, Kelvin Green, Jason Sholtis, Peter Mullen, Mark Allen, Anthony Stiller, Steve Robertson, and more; puissantly penned by Jeff Rients, Calithena, Jerry Stratton, Tim Snider, Geoff McKinney, Patrice Crespy, Peter Schmidt Jensen, Paul Stormberg, Geoffrey O. Dale, Tim Kask, and a whole gang of garrulous grognards trying to take it (their PC, that is) to the next level. We hope you'll roll the bones on this issue and check it out - but either way, keep Fighting On!

You can check out the print version
here...

the EBook
here...

...or check the link in my sig for the whole store and all the issues of the magazine from beginning to present. Also, look out for our first fantasy fiction anthology, Roll the Bones, due out this Fall (Halloween? Could happen…) Here’s the TOC to whet your appetite:

Table of Contents
Fast Company (Alex Schroeder)…………………………...3
Wear and Tear (Mátyás “Urban” Hartyándi)....…………….5
Catwomen and Lion-Men (Calithena)…………...….….…..5
The Time-Displaced (Tim “Sniderman” Snider)…....…..….7
Cult Leader (Lee Reynoldson)……………………………..9
The Familiar Spirit (James A. Smith)……...……………...11
Knights & Knaves (Duncan Jones & Sean Still)…..…...…14
Khosura, Part II (Gabor Lux)………………...………….15
Killing Monsters You Can’t Kill (Jeff Rients)……...……..39
Creepies & Crawlies (various)…………….………...……40
The Godzillas Will Breath On You (Geoff McKinney)…..43
Futa-kuchi-onna (Ian & Andrew Baggley)…...….…….….47
Urgent Care Cleric (Jonathan Linneman & Kelvin Green).48
Education of a Magic-User (Douglas Cox)……………….49
Trolls will be Trolls (Heron Prior)……………………..…50
Time For Tea (Clarabelle Chong)…….…………...…...…51
Heart of Darkness (Lord Kilgore)…………………...…...52
Laboratory of the Asmodean Techno-Mage (P. Mullen)....53
Special Properties of Gemstones (Wayne Rossi)……...….54
The Coinage of Ilthar (Calithena)………………...………55
Artifacts, Adjuncts, & Oddments (various)……….……...56
Lost Dragonia (James Mishler)…………………….......…57
Tables for Fables (Age of Fable)………………………....79
Weird Treasure Containers (Telecanter)……………...…..81
Moldvay-esque Adventure Generator (Michael David, Jr.).81
Dungeon Modules (Geoffrey O. Dale)……..……….……82
Hobgoblin Halls (Joshua Mackay)………………………..83
The Shrine that Glittered (Patrice Crespy)………………..86
Moulin Rouge 1955 (Jerry Stratton)……………………....94
Random’s Assortment (Thinker, Random, and Jensen)…..98
The Darkness Beneath (Chris Robert)……………….….100
Merlyn’s Mystical Mirror (Hargrove/Hewlett/Pookie)….121
Everyone is Here to Have Fun (Paul Stormberg)…….…129
One-Off Con Adventures (Tim Kask)……………….....133
Dougal Must Die! (Steve Robertson)………...……..…...135
Dungeon Geomorphs (Tim Ballew)……………...……..137
Looks awesome, as usual!

And, interestingly (given my current BRP quasi-obsession), it looks like issue 11 will be focused on RuneQuest...

08 October 2010

Swords and Wizardry 'Complete Version' Preview

A few weeks ago Mythmere Games and Frog God Games announced that they would be producing a new, expanded version of 'Swords & Wizardry' -- namely, a 'Complete' version (see here.)

At that time, the fellow in charge of S&W, Matt Finch, noted that the following things would be included in the 'Complete' version:
It includes the ranger from SR, the paladin, thief, druid, assassin - character classes from the supplements. Still no illusionist, though, which was disappointing, but the SR illusionist just couldn't legally be duplicated. The game still runs on the 0e rules, not 1e. It includes two optional alternative order of combat systems in addition to the standard one from the WhiteBox era: the one from the Holmes Blue Book and one that's based on the EW system. Those are the main differences, although there are little things like adding strength modifiers to the amount of weight that can be carried, ala Supplement 1, etc. Virtually all of the additions are in the player section, not the referee section. It's compatible with the Core Rules, and the Core Rules will stay in place as the archetypal "three class" system.
...
One especially nice thing is that our Druid class description is written by Dennis Sustare (the original author who invented the druid character class - think, "Chariot of").
We now have some additional information from Matt on what will be included:
Here's the basic scoop, though I may have forgotten something:
Siege rules
Aerial combat
Mass combat (already there)
Naval combat

Order of combat - splits movement and attacks, but very close to Core Rules
Holmes Basic order of combat as an option
Eldritch Wizardry order of battle method (revised) as an option (rotating initiative based on what characters are wearing and doing)
Core Rules order of combat as option

More descriptions of things like wolfsbane
Wilderness adventuring, including getting lost, and monster encounter tables
Dungeon encounter charts now have specific monsters instead of just a CL listing
Dungeon encounter charts can also be used to generate mixes of different monsters (the orcs have a pet gelatinous cube! Run!)

No more wild boards in the monster listing

Building strongholds - prices for walls and keeps and such
Original saving throw numbers are listed as a chart in a side-box in case people want to use those.
Can't remember what else.
(Original post here.)

This all sounds great to me. I can hardly wait to see the final product! (Even if I do seem somewhat fixated on BRP-powered games these days.)

07 October 2010

OpenQuest Middle-earth?

I’ve long been a huge fan of J.R.R. Tolkien’s Middle-earth (as evidenced by past posts like this one and this one). I’m also a (relatively new) fan of the d100 game OpenQuest (see, for instance, my comments here).

Recently I’ve been wondering about possibly using OpenQuest to run a Middle-earth campaign. However, it looks like I need not expend the effort of revising the OQ rules to do so, as Kristian Richards already has combined Middle-earth peanut butter with OpenQuest chocolate in his ‘The Age of Shadow.’

Yes, the setting is not ‘officially’ set in Middle-earth, but it clearly is inspired by that world, and especially the tales of its First Age, as detailed by the good Professor in The Silmarillion. (As an aside, I don’t see any reason why the rules could not be used for campaigns set in later ages of Middle-earth.)

So if you like Middle-earth and OpenQuest (or any other BRP/d100 game), check out The Age of Shadow! (Hat tip: Sorcerer Under Mountain.)

(Above is another amazing picture by the late, great Angus McBride. It depicts Celebrimbor forging a ring of power in the mid-Second Age.)

01 October 2010

The BRP Renaissance

The ‘Old School Renaissance’, at least with respect to D&D and AD&D, is a well known and (by now) a well-established phenomenon within our strange little hobby.

However, it seems that the gaming community is in the midst of another renaissance, namely, a renaissance of ‘Basic Role-playing’ (‘BRP’) or ‘d100’ games and settings.

BRP-based games never ceased being published altogether by (at least one) professional RPG company, unlike ‘classic’ D&D and AD&D (0e, Basic, and 1e). And even though Chaosium, like many other RPG companies, had a ‘near death’ experience during the 1990s, it never actually went under.

Impressively, Chaosium’s role-playing games always have been ‘powered’ by BRP, the essentials of which have remained largely unchanged for three decades now.

Things looked pretty grim for Chaosium and BRP early in the twenty-first century. As far as I know, the only BRP-based role-playing games still being published were Call of Cthulhu and Stormbringer (5th edition). (Although I believe that Pendragon also saw sporadic support.) Stormbringer was barely supported. Only one supplement was produced for it during the 0s, namely, the superb Corum book from Darcsyde Productions. (Although Elric! supplements were fully compatible with Stormbringer 5e, those all had been produced during the 1990s.)

These days, though, things look dramatically improved for BRP!

Chaosium published a complete ‘core book’ for BRP in 2008. It includes the core BRP rules, as well as most of the optional rules found in various BRP games and supplements published by Chaosium over its long history.

Call of Cthulhu, of course, continues to be supported by Chaosium, as well as some other companies, such as Goodman Games.

Alphetar Games has published a number of books for BRP, including what I believe must be the best single RPG book on ‘Rome’ ever published.

Cubicle Seven has just come out with The Laundry RPG (as well as a few CoC books). I recently purchased The Laundry PDF, and my first impression of it is very favourable indeed. I’ve only read Charlie Stross’s first Laundry book, but I liked it very much, and plan to read the rest in the series. It strikes me as a great setting for a (not-fully-serious) CoC-flavoured game. (Alas, Yog-Sothoth only knows when I’ll be able to give the Laundry RPG a proper read…)

And although out of print, most of Chaosium’s back catalogue of Stormbringer (first and fourth editions), Elric!, and Hawkmoon materials are now available in PDF (thanks to an arrangement with Mongoose Games).

Then we have Mongoose Games’ RuneQuest II. My impression is that Mongoose’s first attempt to resurrect RuneQuest was something less than a ringing success. I know that I decided against purchasing anything for MRQ when I skimmed through the initial book. Subsequent reviews confirmed my early negative judgement. Moreover, Mongoose’s long record of poor editing and spotty quality control in their books made me decide against giving MRQ a shot.

However, based on some favourable initial reports, I decided to give Mongoose’s second effort at RuneQuest a shot. I’m very glad that I did, as the core book avoided the usual Mongoose missteps. Moreover, the system looks very, very well designed. I think that Lawrence Whitaker and Pete Nash did an excellent job! (Sadly, I suspect that MRQII is too ‘rules heavy’ for my regular players. But perhaps I might eventually convince them to give it a shot…)

Probably my favourite new BRP setting produced in recent years is Clockwork & Chivalry – a MRQII campaign book published by Cubicle 7 that describes an ‘alternative history’ version of 17th Century England. I drooled in anticipation over this setting in this post. Now that I’ve received the book and looked through it, I believe that my earlier enthusiasm has been entirely vindicated.

Last – but certainly not least! – there is RuneQuest’s ‘lighter’ and ‘simpler’ cousin OpenQuest, written and supported by a friend of this blog, Newt Newport. I’ve raved about OQ in past posts here, so I shall refrain from doing so again now. However, interested readers may want to look at my comparison of MRQII and OQ.

So, lots of cool things are available for BRP these days! Among them:

· The glorious golden BRP corebook from Chaosium

· The usual wide range of Call of Cthulhu material

· The brand new Laundry RPG

· Mongoose’s RuneQuest II

· The Clockwork & Chivalry Setting for MRQII

· OpenQuest

For such an old system, BRP looks to be in surprisingly good health! J

30 September 2010

9th Hottest?

According to this ranking of the 'hottest old school blogs' over at the Cyclopeatron, this modest little blog is tied for #9, having added 9 followers between September 11th and September 30th.

I'm regularly astonished and honoured to know that there are a few folks out there who seem to enjoy occasionally visiting this blog, given how sporadic and idiosyncratic my posts tend to be. And some folks even take the time to comment!

Thanks so much, gentle readers. I appreciate the conversations!

24 September 2010

Miscellaneous Items

Here are some random things that I thought might be of some interest to the folks that visit this rather sporadic and insignificant blog.

1.

As some readers may recall from posts like this one or this one, I’m a huge fan of J.R.R. Tolkien’s Middle-earth, and ICE’s (now out-of-print) RPG Middle-earth Role-playing (a.k.a. ‘MERP’). There is a very interesting thread over at the RPGsite on running RPG campaigns in the Fourth Age of Middle-earth. Here it is. Lots of great ideas!

And here is one of Angus McBride’s many inspiring Middle-earth pictures:

2.

Paladin in Citadel’ recommended (in a comment on my last post) that I post the actual ‘Street of Knights’ in Rhodes that serves as the basis for Dave Trampier’s amazing ‘Emirikol the Chaotic’ picture in the AD&D Dungeon Masters Guide. Here it is, courtesy of the Bat in the Attic:

3.

Author of OpenQuest, and generalissimo of ‘d101 Games’, Newt Newport, has a new blog. It’s called ‘Sorcerer Under Mountain’. Check it out!

4.

Newt’s post on The Warlock of Firetop Mountain reminded of the amazing artwork of Russ Nicholson. As many readers no doubt already know, Nicholson is responsible for many of the excellent illustrations in the AD&D Fiend Folio. Nicholson has a blog, which includes many, many wonderful pictures. Below is his picture of the Warlock of Firetop Mountain himself (courtesy of ‘Sorcerer Under Mountain’):

5.

Finally, I’m a huge fan of – and occasional contributor to – Fight On!, the premier fanzine of the ‘Old School Renaissance’. Right now the PDF version of issue 9 of FO! is available for only 4 USD. A great deal!

Cheers!

21 September 2010

On the Trail of Emirikol the Chaotic

This picture -- Emirikol the Chaotic, by the incomparable Dave Trampier -- is perhaps my favourite picture from any AD&D book. It made an incredible impression on me as a young lad, one that has stayed with me for nearly thirty years now.

Over at Bat in the Attic, Robert Conley has tracked down the real world cityscape depicted in this picture (the Street of Knights in Rhodes). He also has traced the likely route of Emirikol.

Very cool!

18 September 2010

Clockwork & Chivalry: 17th Century Fantasy Anyone?

This new setting, ‘Clockwork & Chivalry’, from Cubicle 7 (for Mongoose’s RuneQuest II) looks cool. This thread at RPG.net is discussing the setting. Especially noteworthy is this comment from Newtus:

I'm brewing a longer review, but quite simply in my opinion Clockwork and Chivalry is the best British Fantasy setting since WHFRP 1st ed.

Its more fantastic than fantasy, there are no orcs, using the superstitions of the time as a basis for the magic in the game. It uses the MRQ2 framework to good effect, without being constrained by it. I could quite happily use this book with another game system. Looking forward to the campaign adventures popping up in print, since the introductory adventure adequately whets the appetite for more.

A must buy if you like historical games or are looking for a fantasy game that is different from your run of the mill orcs and dungeons fare.

Wow – that is high praise!

The website ‘Clockwork and Chivalry’ is devoted to the setting, in case you are curious to learn more.

I’ve always found the seventeenth century to be a fascinating era, and especially the events in England. The English Civil War(s), the Exclusion Crisis, the Glorious Revolution, and so forth, all had an enormous impact on the development of liberalism, especially in (what would become) Britain and her dominions (including the colonies that eventually would become the United States, as evidenced by the extent to which the Declaration of Independence and the U. S. Constitution draw upon – indeed, even plagiarise in places – John Locke’s Second Treatise on Government).

In addition to the political and religious conflicts that wracked England throughout the century, there also is the rise of modern science (Bacon, Boyle, Newton) and modern philosophy (Descartes, Hobbes, Locke). My fondness for this era should be evident from my choice of avatar: Thomas Hobbes, arguably the greatest English philosopher of all time.

The addition of alchemy and clockwork machinery to the era is intriguing. And even if I don’t eventually get to run a Clockwork & Chivalry game (though I hope to), merely reading the core book should be fun!

Order placed.

03 September 2010

This Looks Cool

Here is how author Newt Newport describes this forthcoming product:
What is OpenQuest Classic?
In a nutshell OQ Classic is a version of OQ that is focused for Old Skool dungeon bashing and wilderness adventures. It is a shorter version of OQ about 100 pages long, rules + setting adventure. As well as cheerfully rubbing the nostalgia button for existing D100 players, the book is a short cheap focused introduction to fantasy roleplaying.

For owners of the existing OQ book it acts as a supplement with extra spells, magic items, monsters and adventures, which will take up roughly half the book.

Final book will be trade paper back sized (6”x9”), feature all new art, and be priced around £10-£12 print / £5-6 Pdf.

NONE OF THE NEW CONTENT WILL BE OGL.
THIS IS NOT INTENDED AS AN RQ2 RETRO CLONE, you will not find Hit Locations, Strike Ranks within its pages. The system is OQ, the only change of which is that it now uses a single magic system (based off Battle Magic)
More information available here.

I'm really looking forward to this!

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).